local roundLength = 5 -- How long the round is in seconds
local intermissionLength = 10 -- How many seconds are inbetween the rounds
local InRound = game.ReplicatedStorage.InRound
local Status = game.ReplicatedStorage.Status
local LobbySpawn = game.Workspace.LobbySpawn
local GameAreaSpawn = game.Workspace.GameAreaSpawn
local function roundTimer()
while wait() do
for i = intermissionLength, 1, -1 do
InRound.Value = false
wait(1)
Status.Value = "Intermission: ".. i .." seconds left!"
end
for i = roundLength, 1, -1 do
InRound.Value = false
wait(1)
Status.Value = "Game: ".. i .." seconds left"
end
end
end
roundTimer()
If this doesn’t work I don’t know what will, we clearly see that it goes through the loops, its just not detecting change. I hope it isn’t because Status is not a StringValue object
This also didn’t work. I guess I’ll just go over everything in the video again and see if i missed a step. (Which I highly doubt because I’ve checked multiple times)
Ok, well I suppose we can break it down to the LocalScript here:
local Status = game.ReplicatedStorage:WaitForChild("Status")
local TimerDisplay = script.Parent.TimerDisplay
print("Working")
print(Status.ClassName)--This will check what the VALUE REALLY IS REEE
Status.Changed:Connect(function()
print("What")
TimerDisplay.Text = Status.Value
end)
Try this, if Status prints as a different object & not a “StringValue” then you have the “Value Object” wrong
The tutorial probably demonstrated only showing the number itself, i.e. a count down timer. Not what you’re trying to do in the script, you are adding letters and numbers.